mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-13 07:57:23 +00:00
53d89b6c10
Show other players' railgun color and their firetime state. Show snapshot client's color on world item models of railgun. Fix the impact mark using color2 (spiral) rather than color1 (beam). Credits go to Ensiform and Harekiet for the refire portion.
1043 lines
27 KiB
C
1043 lines
27 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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// cg_ents.c -- present snapshot entities, happens every single frame
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#include "cg_local.h"
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/*
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======================
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CG_PositionEntityOnTag
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Modifies the entities position and axis by the given
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tag location
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======================
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*/
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void CG_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
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qhandle_t parentModel, char *tagName ) {
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int i;
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orientation_t lerped;
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// lerp the tag
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trap_R_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame,
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1.0 - parent->backlerp, tagName );
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// FIXME: allow origin offsets along tag?
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VectorCopy( parent->origin, entity->origin );
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for ( i = 0 ; i < 3 ; i++ ) {
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VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin );
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}
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// had to cast away the const to avoid compiler problems...
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MatrixMultiply( lerped.axis, ((refEntity_t *)parent)->axis, entity->axis );
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entity->backlerp = parent->backlerp;
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}
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/*
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======================
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CG_PositionRotatedEntityOnTag
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Modifies the entities position and axis by the given
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tag location
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======================
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*/
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void CG_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
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qhandle_t parentModel, char *tagName ) {
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int i;
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orientation_t lerped;
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vec3_t tempAxis[3];
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//AxisClear( entity->axis );
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// lerp the tag
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trap_R_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame,
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1.0 - parent->backlerp, tagName );
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// FIXME: allow origin offsets along tag?
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VectorCopy( parent->origin, entity->origin );
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for ( i = 0 ; i < 3 ; i++ ) {
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VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin );
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}
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// had to cast away the const to avoid compiler problems...
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MatrixMultiply( entity->axis, lerped.axis, tempAxis );
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MatrixMultiply( tempAxis, ((refEntity_t *)parent)->axis, entity->axis );
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}
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/*
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==========================================================================
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FUNCTIONS CALLED EACH FRAME
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==========================================================================
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*/
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/*
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======================
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CG_SetEntitySoundPosition
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Also called by event processing code
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======================
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*/
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void CG_SetEntitySoundPosition( centity_t *cent ) {
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if ( cent->currentState.solid == SOLID_BMODEL ) {
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vec3_t origin;
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float *v;
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v = cgs.inlineModelMidpoints[ cent->currentState.modelindex ];
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VectorAdd( cent->lerpOrigin, v, origin );
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trap_S_UpdateEntityPosition( cent->currentState.number, origin );
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} else {
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trap_S_UpdateEntityPosition( cent->currentState.number, cent->lerpOrigin );
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}
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}
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/*
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==================
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CG_EntityEffects
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Add continuous entity effects, like local entity emission and lighting
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==================
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*/
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static void CG_EntityEffects( centity_t *cent ) {
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// update sound origins
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CG_SetEntitySoundPosition( cent );
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// add loop sound
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if ( cent->currentState.loopSound ) {
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if (cent->currentState.eType != ET_SPEAKER) {
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trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin,
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cgs.gameSounds[ cent->currentState.loopSound ] );
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} else {
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trap_S_AddRealLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin,
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cgs.gameSounds[ cent->currentState.loopSound ] );
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}
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}
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// constant light glow
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if(cent->currentState.constantLight)
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{
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int cl;
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float i, r, g, b;
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cl = cent->currentState.constantLight;
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r = (float) (cl & 0xFF) / 255.0;
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g = (float) ((cl >> 8) & 0xFF) / 255.0;
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b = (float) ((cl >> 16) & 0xFF) / 255.0;
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i = (float) ((cl >> 24) & 0xFF) * 4.0;
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trap_R_AddLightToScene(cent->lerpOrigin, i, r, g, b);
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}
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}
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/*
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==================
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CG_General
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==================
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*/
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static void CG_General( centity_t *cent ) {
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refEntity_t ent;
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entityState_t *s1;
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s1 = ¢->currentState;
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// if set to invisible, skip
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if (!s1->modelindex) {
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return;
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}
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memset (&ent, 0, sizeof(ent));
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// set frame
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ent.frame = s1->frame;
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ent.oldframe = ent.frame;
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ent.backlerp = 0;
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VectorCopy( cent->lerpOrigin, ent.origin);
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VectorCopy( cent->lerpOrigin, ent.oldorigin);
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ent.hModel = cgs.gameModels[s1->modelindex];
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// player model
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if (s1->number == cg.snap->ps.clientNum) {
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ent.renderfx |= RF_THIRD_PERSON; // only draw from mirrors
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}
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// convert angles to axis
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AnglesToAxis( cent->lerpAngles, ent.axis );
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// add to refresh list
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trap_R_AddRefEntityToScene (&ent);
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}
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/*
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==================
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CG_Speaker
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Speaker entities can automatically play sounds
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==================
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*/
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static void CG_Speaker( centity_t *cent ) {
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if ( ! cent->currentState.clientNum ) { // FIXME: use something other than clientNum...
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return; // not auto triggering
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}
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if ( cg.time < cent->miscTime ) {
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return;
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}
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trap_S_StartSound (NULL, cent->currentState.number, CHAN_ITEM, cgs.gameSounds[cent->currentState.eventParm] );
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// ent->s.frame = ent->wait * 10;
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// ent->s.clientNum = ent->random * 10;
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cent->miscTime = cg.time + cent->currentState.frame * 100 + cent->currentState.clientNum * 100 * crandom();
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}
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/*
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==================
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CG_Item
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==================
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*/
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static void CG_Item( centity_t *cent ) {
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refEntity_t ent;
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entityState_t *es;
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gitem_t *item;
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int msec;
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float frac;
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float scale;
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weaponInfo_t *wi;
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es = ¢->currentState;
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if ( es->modelindex >= bg_numItems ) {
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CG_Error( "Bad item index %i on entity", es->modelindex );
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}
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// if set to invisible, skip
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if ( !es->modelindex || ( es->eFlags & EF_NODRAW ) ) {
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return;
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}
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item = &bg_itemlist[ es->modelindex ];
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if ( cg_simpleItems.integer && item->giType != IT_TEAM ) {
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memset( &ent, 0, sizeof( ent ) );
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ent.reType = RT_SPRITE;
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VectorCopy( cent->lerpOrigin, ent.origin );
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ent.radius = 14;
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ent.customShader = cg_items[es->modelindex].icon;
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ent.shaderRGBA[0] = 255;
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ent.shaderRGBA[1] = 255;
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ent.shaderRGBA[2] = 255;
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ent.shaderRGBA[3] = 255;
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trap_R_AddRefEntityToScene(&ent);
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return;
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}
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// items bob up and down continuously
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scale = 0.005 + cent->currentState.number * 0.00001;
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cent->lerpOrigin[2] += 4 + cos( ( cg.time + 1000 ) * scale ) * 4;
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memset (&ent, 0, sizeof(ent));
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// autorotate at one of two speeds
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if ( item->giType == IT_HEALTH ) {
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VectorCopy( cg.autoAnglesFast, cent->lerpAngles );
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AxisCopy( cg.autoAxisFast, ent.axis );
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} else {
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VectorCopy( cg.autoAngles, cent->lerpAngles );
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AxisCopy( cg.autoAxis, ent.axis );
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}
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wi = NULL;
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// the weapons have their origin where they attatch to player
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// models, so we need to offset them or they will rotate
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// eccentricly
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if ( item->giType == IT_WEAPON ) {
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wi = &cg_weapons[item->giTag];
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cent->lerpOrigin[0] -=
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wi->weaponMidpoint[0] * ent.axis[0][0] +
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wi->weaponMidpoint[1] * ent.axis[1][0] +
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wi->weaponMidpoint[2] * ent.axis[2][0];
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cent->lerpOrigin[1] -=
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wi->weaponMidpoint[0] * ent.axis[0][1] +
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wi->weaponMidpoint[1] * ent.axis[1][1] +
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wi->weaponMidpoint[2] * ent.axis[2][1];
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cent->lerpOrigin[2] -=
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wi->weaponMidpoint[0] * ent.axis[0][2] +
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wi->weaponMidpoint[1] * ent.axis[1][2] +
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wi->weaponMidpoint[2] * ent.axis[2][2];
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cent->lerpOrigin[2] += 8; // an extra height boost
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}
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if( item->giType == IT_WEAPON && item->giTag == WP_RAILGUN ) {
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clientInfo_t *ci = &cgs.clientinfo[cg.snap->ps.clientNum];
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Byte4Copy( ci->c1RGBA, ent.shaderRGBA );
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}
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ent.hModel = cg_items[es->modelindex].models[0];
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VectorCopy( cent->lerpOrigin, ent.origin);
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VectorCopy( cent->lerpOrigin, ent.oldorigin);
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ent.nonNormalizedAxes = qfalse;
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// if just respawned, slowly scale up
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msec = cg.time - cent->miscTime;
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if ( msec >= 0 && msec < ITEM_SCALEUP_TIME ) {
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frac = (float)msec / ITEM_SCALEUP_TIME;
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VectorScale( ent.axis[0], frac, ent.axis[0] );
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VectorScale( ent.axis[1], frac, ent.axis[1] );
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VectorScale( ent.axis[2], frac, ent.axis[2] );
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ent.nonNormalizedAxes = qtrue;
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} else {
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frac = 1.0;
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}
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// items without glow textures need to keep a minimum light value
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// so they are always visible
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if ( ( item->giType == IT_WEAPON ) ||
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( item->giType == IT_ARMOR ) ) {
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ent.renderfx |= RF_MINLIGHT;
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}
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// increase the size of the weapons when they are presented as items
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if ( item->giType == IT_WEAPON ) {
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VectorScale( ent.axis[0], 1.5, ent.axis[0] );
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VectorScale( ent.axis[1], 1.5, ent.axis[1] );
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VectorScale( ent.axis[2], 1.5, ent.axis[2] );
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ent.nonNormalizedAxes = qtrue;
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#ifdef MISSIONPACK
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trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, cgs.media.weaponHoverSound );
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#endif
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}
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#ifdef MISSIONPACK
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if ( item->giType == IT_HOLDABLE && item->giTag == HI_KAMIKAZE ) {
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VectorScale( ent.axis[0], 2, ent.axis[0] );
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VectorScale( ent.axis[1], 2, ent.axis[1] );
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VectorScale( ent.axis[2], 2, ent.axis[2] );
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ent.nonNormalizedAxes = qtrue;
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}
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#endif
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// add to refresh list
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trap_R_AddRefEntityToScene(&ent);
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#ifdef MISSIONPACK
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if ( item->giType == IT_WEAPON && wi->barrelModel ) {
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refEntity_t barrel;
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memset( &barrel, 0, sizeof( barrel ) );
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barrel.hModel = wi->barrelModel;
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VectorCopy( ent.lightingOrigin, barrel.lightingOrigin );
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barrel.shadowPlane = ent.shadowPlane;
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barrel.renderfx = ent.renderfx;
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CG_PositionRotatedEntityOnTag( &barrel, &ent, wi->weaponModel, "tag_barrel" );
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AxisCopy( ent.axis, barrel.axis );
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barrel.nonNormalizedAxes = ent.nonNormalizedAxes;
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trap_R_AddRefEntityToScene( &barrel );
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}
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#endif
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// accompanying rings / spheres for powerups
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if ( !cg_simpleItems.integer )
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{
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vec3_t spinAngles;
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VectorClear( spinAngles );
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if ( item->giType == IT_HEALTH || item->giType == IT_POWERUP )
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{
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if ( ( ent.hModel = cg_items[es->modelindex].models[1] ) != 0 )
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{
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if ( item->giType == IT_POWERUP )
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{
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ent.origin[2] += 12;
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spinAngles[1] = ( cg.time & 1023 ) * 360 / -1024.0f;
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}
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AnglesToAxis( spinAngles, ent.axis );
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// scale up if respawning
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if ( frac != 1.0 ) {
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VectorScale( ent.axis[0], frac, ent.axis[0] );
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VectorScale( ent.axis[1], frac, ent.axis[1] );
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VectorScale( ent.axis[2], frac, ent.axis[2] );
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ent.nonNormalizedAxes = qtrue;
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}
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trap_R_AddRefEntityToScene( &ent );
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}
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}
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}
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}
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//============================================================================
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/*
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===============
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CG_Missile
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===============
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*/
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static void CG_Missile( centity_t *cent ) {
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refEntity_t ent;
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entityState_t *s1;
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const weaponInfo_t *weapon;
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// int col;
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s1 = ¢->currentState;
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if ( s1->weapon >= WP_NUM_WEAPONS ) {
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s1->weapon = 0;
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}
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weapon = &cg_weapons[s1->weapon];
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// calculate the axis
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VectorCopy( s1->angles, cent->lerpAngles);
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// add trails
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if ( weapon->missileTrailFunc )
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{
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weapon->missileTrailFunc( cent, weapon );
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}
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/*
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if ( cent->currentState.modelindex == TEAM_RED ) {
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col = 1;
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}
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else if ( cent->currentState.modelindex == TEAM_BLUE ) {
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col = 2;
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}
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else {
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col = 0;
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}
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// add dynamic light
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if ( weapon->missileDlight ) {
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trap_R_AddLightToScene(cent->lerpOrigin, weapon->missileDlight,
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weapon->missileDlightColor[col][0], weapon->missileDlightColor[col][1], weapon->missileDlightColor[col][2] );
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}
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*/
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// add dynamic light
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if ( weapon->missileDlight ) {
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trap_R_AddLightToScene(cent->lerpOrigin, weapon->missileDlight,
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weapon->missileDlightColor[0], weapon->missileDlightColor[1], weapon->missileDlightColor[2] );
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}
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// add missile sound
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if ( weapon->missileSound ) {
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vec3_t velocity;
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BG_EvaluateTrajectoryDelta( ¢->currentState.pos, cg.time, velocity );
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trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, velocity, weapon->missileSound );
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}
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// create the render entity
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memset (&ent, 0, sizeof(ent));
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VectorCopy( cent->lerpOrigin, ent.origin);
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VectorCopy( cent->lerpOrigin, ent.oldorigin);
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if ( cent->currentState.weapon == WP_PLASMAGUN ) {
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ent.reType = RT_SPRITE;
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ent.radius = 16;
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ent.rotation = 0;
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ent.customShader = cgs.media.plasmaBallShader;
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trap_R_AddRefEntityToScene( &ent );
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return;
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}
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// flicker between two skins
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ent.skinNum = cg.clientFrame & 1;
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ent.hModel = weapon->missileModel;
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ent.renderfx = weapon->missileRenderfx | RF_NOSHADOW;
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#ifdef MISSIONPACK
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if ( cent->currentState.weapon == WP_PROX_LAUNCHER ) {
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if (s1->generic1 == TEAM_BLUE) {
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ent.hModel = cgs.media.blueProxMine;
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}
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}
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#endif
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// convert direction of travel into axis
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if ( VectorNormalize2( s1->pos.trDelta, ent.axis[0] ) == 0 ) {
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ent.axis[0][2] = 1;
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}
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// spin as it moves
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if ( s1->pos.trType != TR_STATIONARY ) {
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RotateAroundDirection( ent.axis, cg.time / 4 );
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} else {
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#ifdef MISSIONPACK
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if ( s1->weapon == WP_PROX_LAUNCHER ) {
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AnglesToAxis( cent->lerpAngles, ent.axis );
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}
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else
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#endif
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{
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RotateAroundDirection( ent.axis, s1->time );
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}
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}
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// add to refresh list, possibly with quad glow
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CG_AddRefEntityWithPowerups( &ent, s1, TEAM_FREE );
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}
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/*
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===============
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CG_Grapple
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|
This is called when the grapple is sitting up against the wall
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|
===============
|
|
*/
|
|
static void CG_Grapple( centity_t *cent ) {
|
|
refEntity_t ent;
|
|
entityState_t *s1;
|
|
const weaponInfo_t *weapon;
|
|
|
|
s1 = ¢->currentState;
|
|
if ( s1->weapon >= WP_NUM_WEAPONS ) {
|
|
s1->weapon = 0;
|
|
}
|
|
weapon = &cg_weapons[s1->weapon];
|
|
|
|
// calculate the axis
|
|
VectorCopy( s1->angles, cent->lerpAngles);
|
|
|
|
#if 0 // FIXME add grapple pull sound here..?
|
|
// add missile sound
|
|
if ( weapon->missileSound ) {
|
|
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->missileSound );
|
|
}
|
|
#endif
|
|
|
|
// Will draw cable if needed
|
|
CG_GrappleTrail ( cent, weapon );
|
|
|
|
// create the render entity
|
|
memset (&ent, 0, sizeof(ent));
|
|
VectorCopy( cent->lerpOrigin, ent.origin);
|
|
VectorCopy( cent->lerpOrigin, ent.oldorigin);
|
|
|
|
// flicker between two skins
|
|
ent.skinNum = cg.clientFrame & 1;
|
|
ent.hModel = weapon->missileModel;
|
|
ent.renderfx = weapon->missileRenderfx | RF_NOSHADOW;
|
|
|
|
// convert direction of travel into axis
|
|
if ( VectorNormalize2( s1->pos.trDelta, ent.axis[0] ) == 0 ) {
|
|
ent.axis[0][2] = 1;
|
|
}
|
|
|
|
trap_R_AddRefEntityToScene( &ent );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_Mover
|
|
===============
|
|
*/
|
|
static void CG_Mover( centity_t *cent ) {
|
|
refEntity_t ent;
|
|
entityState_t *s1;
|
|
|
|
s1 = ¢->currentState;
|
|
|
|
// create the render entity
|
|
memset (&ent, 0, sizeof(ent));
|
|
VectorCopy( cent->lerpOrigin, ent.origin);
|
|
VectorCopy( cent->lerpOrigin, ent.oldorigin);
|
|
AnglesToAxis( cent->lerpAngles, ent.axis );
|
|
|
|
ent.renderfx = RF_NOSHADOW;
|
|
|
|
// flicker between two skins (FIXME?)
|
|
ent.skinNum = ( cg.time >> 6 ) & 1;
|
|
|
|
// get the model, either as a bmodel or a modelindex
|
|
if ( s1->solid == SOLID_BMODEL ) {
|
|
ent.hModel = cgs.inlineDrawModel[s1->modelindex];
|
|
} else {
|
|
ent.hModel = cgs.gameModels[s1->modelindex];
|
|
}
|
|
|
|
// add to refresh list
|
|
trap_R_AddRefEntityToScene(&ent);
|
|
|
|
// add the secondary model
|
|
if ( s1->modelindex2 ) {
|
|
ent.skinNum = 0;
|
|
ent.hModel = cgs.gameModels[s1->modelindex2];
|
|
trap_R_AddRefEntityToScene(&ent);
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_Beam
|
|
|
|
Also called as an event
|
|
===============
|
|
*/
|
|
void CG_Beam( centity_t *cent ) {
|
|
refEntity_t ent;
|
|
entityState_t *s1;
|
|
|
|
s1 = ¢->currentState;
|
|
|
|
// create the render entity
|
|
memset (&ent, 0, sizeof(ent));
|
|
VectorCopy( s1->pos.trBase, ent.origin );
|
|
VectorCopy( s1->origin2, ent.oldorigin );
|
|
AxisClear( ent.axis );
|
|
ent.reType = RT_BEAM;
|
|
|
|
ent.renderfx = RF_NOSHADOW;
|
|
|
|
// add to refresh list
|
|
trap_R_AddRefEntityToScene(&ent);
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_Portal
|
|
===============
|
|
*/
|
|
static void CG_Portal( centity_t *cent ) {
|
|
refEntity_t ent;
|
|
entityState_t *s1;
|
|
|
|
s1 = ¢->currentState;
|
|
|
|
// create the render entity
|
|
memset (&ent, 0, sizeof(ent));
|
|
VectorCopy( cent->lerpOrigin, ent.origin );
|
|
VectorCopy( s1->origin2, ent.oldorigin );
|
|
ByteToDir( s1->eventParm, ent.axis[0] );
|
|
PerpendicularVector( ent.axis[1], ent.axis[0] );
|
|
|
|
// negating this tends to get the directions like they want
|
|
// we really should have a camera roll value
|
|
VectorSubtract( vec3_origin, ent.axis[1], ent.axis[1] );
|
|
|
|
CrossProduct( ent.axis[0], ent.axis[1], ent.axis[2] );
|
|
ent.reType = RT_PORTALSURFACE;
|
|
ent.oldframe = s1->powerups;
|
|
ent.frame = s1->frame; // rotation speed
|
|
ent.skinNum = s1->clientNum/256.0 * 360; // roll offset
|
|
|
|
// add to refresh list
|
|
trap_R_AddRefEntityToScene(&ent);
|
|
}
|
|
|
|
|
|
/*
|
|
=========================
|
|
CG_AdjustPositionForMover
|
|
|
|
Also called by client movement prediction code
|
|
=========================
|
|
*/
|
|
void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out ) {
|
|
centity_t *cent;
|
|
vec3_t oldOrigin, origin, deltaOrigin;
|
|
vec3_t oldAngles, angles, deltaAngles;
|
|
|
|
if ( moverNum <= 0 || moverNum >= ENTITYNUM_MAX_NORMAL ) {
|
|
VectorCopy( in, out );
|
|
return;
|
|
}
|
|
|
|
cent = &cg_entities[ moverNum ];
|
|
if ( cent->currentState.eType != ET_MOVER ) {
|
|
VectorCopy( in, out );
|
|
return;
|
|
}
|
|
|
|
BG_EvaluateTrajectory( ¢->currentState.pos, fromTime, oldOrigin );
|
|
BG_EvaluateTrajectory( ¢->currentState.apos, fromTime, oldAngles );
|
|
|
|
BG_EvaluateTrajectory( ¢->currentState.pos, toTime, origin );
|
|
BG_EvaluateTrajectory( ¢->currentState.apos, toTime, angles );
|
|
|
|
VectorSubtract( origin, oldOrigin, deltaOrigin );
|
|
VectorSubtract( angles, oldAngles, deltaAngles );
|
|
|
|
VectorAdd( in, deltaOrigin, out );
|
|
|
|
// FIXME: origin change when on a rotating object
|
|
}
|
|
|
|
|
|
/*
|
|
=============================
|
|
CG_InterpolateEntityPosition
|
|
=============================
|
|
*/
|
|
static void CG_InterpolateEntityPosition( centity_t *cent ) {
|
|
vec3_t current, next;
|
|
float f;
|
|
|
|
// it would be an internal error to find an entity that interpolates without
|
|
// a snapshot ahead of the current one
|
|
if ( cg.nextSnap == NULL ) {
|
|
CG_Error( "CG_InterpoateEntityPosition: cg.nextSnap == NULL" );
|
|
}
|
|
|
|
f = cg.frameInterpolation;
|
|
|
|
// this will linearize a sine or parabolic curve, but it is important
|
|
// to not extrapolate player positions if more recent data is available
|
|
BG_EvaluateTrajectory( ¢->currentState.pos, cg.snap->serverTime, current );
|
|
BG_EvaluateTrajectory( ¢->nextState.pos, cg.nextSnap->serverTime, next );
|
|
|
|
cent->lerpOrigin[0] = current[0] + f * ( next[0] - current[0] );
|
|
cent->lerpOrigin[1] = current[1] + f * ( next[1] - current[1] );
|
|
cent->lerpOrigin[2] = current[2] + f * ( next[2] - current[2] );
|
|
|
|
BG_EvaluateTrajectory( ¢->currentState.apos, cg.snap->serverTime, current );
|
|
BG_EvaluateTrajectory( ¢->nextState.apos, cg.nextSnap->serverTime, next );
|
|
|
|
cent->lerpAngles[0] = LerpAngle( current[0], next[0], f );
|
|
cent->lerpAngles[1] = LerpAngle( current[1], next[1], f );
|
|
cent->lerpAngles[2] = LerpAngle( current[2], next[2], f );
|
|
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_CalcEntityLerpPositions
|
|
|
|
===============
|
|
*/
|
|
static void CG_CalcEntityLerpPositions( centity_t *cent ) {
|
|
|
|
// if this player does not want to see extrapolated players
|
|
if ( !cg_smoothClients.integer ) {
|
|
// make sure the clients use TR_INTERPOLATE
|
|
if ( cent->currentState.number < MAX_CLIENTS ) {
|
|
cent->currentState.pos.trType = TR_INTERPOLATE;
|
|
cent->nextState.pos.trType = TR_INTERPOLATE;
|
|
}
|
|
}
|
|
|
|
if ( cent->interpolate && cent->currentState.pos.trType == TR_INTERPOLATE ) {
|
|
CG_InterpolateEntityPosition( cent );
|
|
return;
|
|
}
|
|
|
|
// first see if we can interpolate between two snaps for
|
|
// linear extrapolated clients
|
|
if ( cent->interpolate && cent->currentState.pos.trType == TR_LINEAR_STOP &&
|
|
cent->currentState.number < MAX_CLIENTS) {
|
|
CG_InterpolateEntityPosition( cent );
|
|
return;
|
|
}
|
|
|
|
// just use the current frame and evaluate as best we can
|
|
BG_EvaluateTrajectory( ¢->currentState.pos, cg.time, cent->lerpOrigin );
|
|
BG_EvaluateTrajectory( ¢->currentState.apos, cg.time, cent->lerpAngles );
|
|
|
|
// adjust for riding a mover if it wasn't rolled into the predicted
|
|
// player state
|
|
if ( cent != &cg.predictedPlayerEntity ) {
|
|
CG_AdjustPositionForMover( cent->lerpOrigin, cent->currentState.groundEntityNum,
|
|
cg.snap->serverTime, cg.time, cent->lerpOrigin );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_TeamBase
|
|
===============
|
|
*/
|
|
static void CG_TeamBase( centity_t *cent ) {
|
|
refEntity_t model;
|
|
#ifdef MISSIONPACK
|
|
vec3_t angles;
|
|
int t, h;
|
|
float c;
|
|
|
|
if ( cgs.gametype == GT_CTF || cgs.gametype == GT_1FCTF ) {
|
|
#else
|
|
if ( cgs.gametype == GT_CTF) {
|
|
#endif
|
|
// show the flag base
|
|
memset(&model, 0, sizeof(model));
|
|
model.reType = RT_MODEL;
|
|
VectorCopy( cent->lerpOrigin, model.lightingOrigin );
|
|
VectorCopy( cent->lerpOrigin, model.origin );
|
|
AnglesToAxis( cent->currentState.angles, model.axis );
|
|
if ( cent->currentState.modelindex == TEAM_RED ) {
|
|
model.hModel = cgs.media.redFlagBaseModel;
|
|
}
|
|
else if ( cent->currentState.modelindex == TEAM_BLUE ) {
|
|
model.hModel = cgs.media.blueFlagBaseModel;
|
|
}
|
|
else {
|
|
model.hModel = cgs.media.neutralFlagBaseModel;
|
|
}
|
|
trap_R_AddRefEntityToScene( &model );
|
|
}
|
|
#ifdef MISSIONPACK
|
|
else if ( cgs.gametype == GT_OBELISK ) {
|
|
// show the obelisk
|
|
memset(&model, 0, sizeof(model));
|
|
model.reType = RT_MODEL;
|
|
VectorCopy( cent->lerpOrigin, model.lightingOrigin );
|
|
VectorCopy( cent->lerpOrigin, model.origin );
|
|
AnglesToAxis( cent->currentState.angles, model.axis );
|
|
|
|
model.hModel = cgs.media.overloadBaseModel;
|
|
trap_R_AddRefEntityToScene( &model );
|
|
// if hit
|
|
if ( cent->currentState.frame == 1) {
|
|
// show hit model
|
|
// modelindex2 is the health value of the obelisk
|
|
c = cent->currentState.modelindex2;
|
|
model.shaderRGBA[0] = 0xff;
|
|
model.shaderRGBA[1] = c;
|
|
model.shaderRGBA[2] = c;
|
|
model.shaderRGBA[3] = 0xff;
|
|
//
|
|
model.hModel = cgs.media.overloadEnergyModel;
|
|
trap_R_AddRefEntityToScene( &model );
|
|
}
|
|
// if respawning
|
|
if ( cent->currentState.frame == 2) {
|
|
if ( !cent->miscTime ) {
|
|
cent->miscTime = cg.time;
|
|
}
|
|
t = cg.time - cent->miscTime;
|
|
h = (cg_obeliskRespawnDelay.integer - 5) * 1000;
|
|
//
|
|
if (t > h) {
|
|
c = (float) (t - h) / h;
|
|
if (c > 1)
|
|
c = 1;
|
|
}
|
|
else {
|
|
c = 0;
|
|
}
|
|
// show the lights
|
|
AnglesToAxis( cent->currentState.angles, model.axis );
|
|
//
|
|
model.shaderRGBA[0] = c * 0xff;
|
|
model.shaderRGBA[1] = c * 0xff;
|
|
model.shaderRGBA[2] = c * 0xff;
|
|
model.shaderRGBA[3] = c * 0xff;
|
|
|
|
model.hModel = cgs.media.overloadLightsModel;
|
|
trap_R_AddRefEntityToScene( &model );
|
|
// show the target
|
|
if (t > h) {
|
|
if ( !cent->muzzleFlashTime ) {
|
|
trap_S_StartSound (cent->lerpOrigin, ENTITYNUM_NONE, CHAN_BODY, cgs.media.obeliskRespawnSound);
|
|
cent->muzzleFlashTime = 1;
|
|
}
|
|
VectorCopy(cent->currentState.angles, angles);
|
|
angles[YAW] += (float) 16 * acos(1-c) * 180 / M_PI;
|
|
AnglesToAxis( angles, model.axis );
|
|
|
|
VectorScale( model.axis[0], c, model.axis[0]);
|
|
VectorScale( model.axis[1], c, model.axis[1]);
|
|
VectorScale( model.axis[2], c, model.axis[2]);
|
|
|
|
model.shaderRGBA[0] = 0xff;
|
|
model.shaderRGBA[1] = 0xff;
|
|
model.shaderRGBA[2] = 0xff;
|
|
model.shaderRGBA[3] = 0xff;
|
|
//
|
|
model.origin[2] += 56;
|
|
model.hModel = cgs.media.overloadTargetModel;
|
|
trap_R_AddRefEntityToScene( &model );
|
|
}
|
|
else {
|
|
//FIXME: show animated smoke
|
|
}
|
|
}
|
|
else {
|
|
cent->miscTime = 0;
|
|
cent->muzzleFlashTime = 0;
|
|
// modelindex2 is the health value of the obelisk
|
|
c = cent->currentState.modelindex2;
|
|
model.shaderRGBA[0] = 0xff;
|
|
model.shaderRGBA[1] = c;
|
|
model.shaderRGBA[2] = c;
|
|
model.shaderRGBA[3] = 0xff;
|
|
// show the lights
|
|
model.hModel = cgs.media.overloadLightsModel;
|
|
trap_R_AddRefEntityToScene( &model );
|
|
// show the target
|
|
model.origin[2] += 56;
|
|
model.hModel = cgs.media.overloadTargetModel;
|
|
trap_R_AddRefEntityToScene( &model );
|
|
}
|
|
}
|
|
else if ( cgs.gametype == GT_HARVESTER ) {
|
|
// show harvester model
|
|
memset(&model, 0, sizeof(model));
|
|
model.reType = RT_MODEL;
|
|
VectorCopy( cent->lerpOrigin, model.lightingOrigin );
|
|
VectorCopy( cent->lerpOrigin, model.origin );
|
|
AnglesToAxis( cent->currentState.angles, model.axis );
|
|
|
|
if ( cent->currentState.modelindex == TEAM_RED ) {
|
|
model.hModel = cgs.media.harvesterModel;
|
|
model.customSkin = cgs.media.harvesterRedSkin;
|
|
}
|
|
else if ( cent->currentState.modelindex == TEAM_BLUE ) {
|
|
model.hModel = cgs.media.harvesterModel;
|
|
model.customSkin = cgs.media.harvesterBlueSkin;
|
|
}
|
|
else {
|
|
model.hModel = cgs.media.harvesterNeutralModel;
|
|
model.customSkin = 0;
|
|
}
|
|
trap_R_AddRefEntityToScene( &model );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_AddCEntity
|
|
|
|
===============
|
|
*/
|
|
static void CG_AddCEntity( centity_t *cent ) {
|
|
// event-only entities will have been dealt with already
|
|
if ( cent->currentState.eType >= ET_EVENTS ) {
|
|
return;
|
|
}
|
|
|
|
// calculate the current origin
|
|
CG_CalcEntityLerpPositions( cent );
|
|
|
|
// add automatic effects
|
|
CG_EntityEffects( cent );
|
|
|
|
switch ( cent->currentState.eType ) {
|
|
default:
|
|
CG_Error( "Bad entity type: %i\n", cent->currentState.eType );
|
|
break;
|
|
case ET_INVISIBLE:
|
|
case ET_PUSH_TRIGGER:
|
|
case ET_TELEPORT_TRIGGER:
|
|
break;
|
|
case ET_GENERAL:
|
|
CG_General( cent );
|
|
break;
|
|
case ET_PLAYER:
|
|
CG_Player( cent );
|
|
break;
|
|
case ET_ITEM:
|
|
CG_Item( cent );
|
|
break;
|
|
case ET_MISSILE:
|
|
CG_Missile( cent );
|
|
break;
|
|
case ET_MOVER:
|
|
CG_Mover( cent );
|
|
break;
|
|
case ET_BEAM:
|
|
CG_Beam( cent );
|
|
break;
|
|
case ET_PORTAL:
|
|
CG_Portal( cent );
|
|
break;
|
|
case ET_SPEAKER:
|
|
CG_Speaker( cent );
|
|
break;
|
|
case ET_GRAPPLE:
|
|
CG_Grapple( cent );
|
|
break;
|
|
case ET_TEAM:
|
|
CG_TeamBase( cent );
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_AddPacketEntities
|
|
|
|
===============
|
|
*/
|
|
void CG_AddPacketEntities( void ) {
|
|
int num;
|
|
centity_t *cent;
|
|
playerState_t *ps;
|
|
|
|
// set cg.frameInterpolation
|
|
if ( cg.nextSnap ) {
|
|
int delta;
|
|
|
|
delta = (cg.nextSnap->serverTime - cg.snap->serverTime);
|
|
if ( delta == 0 ) {
|
|
cg.frameInterpolation = 0;
|
|
} else {
|
|
cg.frameInterpolation = (float)( cg.time - cg.snap->serverTime ) / delta;
|
|
}
|
|
} else {
|
|
cg.frameInterpolation = 0; // actually, it should never be used, because
|
|
// no entities should be marked as interpolating
|
|
}
|
|
|
|
// the auto-rotating items will all have the same axis
|
|
cg.autoAngles[0] = 0;
|
|
cg.autoAngles[1] = ( cg.time & 2047 ) * 360 / 2048.0;
|
|
cg.autoAngles[2] = 0;
|
|
|
|
cg.autoAnglesFast[0] = 0;
|
|
cg.autoAnglesFast[1] = ( cg.time & 1023 ) * 360 / 1024.0f;
|
|
cg.autoAnglesFast[2] = 0;
|
|
|
|
AnglesToAxis( cg.autoAngles, cg.autoAxis );
|
|
AnglesToAxis( cg.autoAnglesFast, cg.autoAxisFast );
|
|
|
|
// generate and add the entity from the playerstate
|
|
ps = &cg.predictedPlayerState;
|
|
BG_PlayerStateToEntityState( ps, &cg.predictedPlayerEntity.currentState, qfalse );
|
|
CG_AddCEntity( &cg.predictedPlayerEntity );
|
|
|
|
// lerp the non-predicted value for lightning gun origins
|
|
CG_CalcEntityLerpPositions( &cg_entities[ cg.snap->ps.clientNum ] );
|
|
|
|
// add each entity sent over by the server
|
|
for ( num = 0 ; num < cg.snap->numEntities ; num++ ) {
|
|
cent = &cg_entities[ cg.snap->entities[ num ].number ];
|
|
CG_AddCEntity( cent );
|
|
}
|
|
}
|
|
|